Behavioural Cloning in VizDoom
Spick, Ryan, Bradley, Timothy, Raina, Ayush, Amadori, Pierluigi Vito, Moss, Guy
–arXiv.org Artificial Intelligence
In recent years, DNNs have shown promising results This paper describes methods for training autonomous in the field of behavioural cloning (BC) [5, 18]. BC is a agents to play the game "Doom 2" through Imitation form of Imitation Learning (IL), where we train an artificial Learning (IL) using only pixel data as input. We also explore "agent" to mimic actions from an observable state of how Reinforcement Learning (RL) compares to IL expert data [34]. Agents are trained using a number of historical for humanness by comparing camera movement and trajectory states, be they image frames or other data, and their data. Through behavioural cloning, we examine the corresponding actions. The learning is performed by using ability of individual models to learn varying behavioural the final frame's associated action as the "target", this target traits. We attempt to mimic the behaviour of real players being passed to some loss function. The loss function will with different play styles, and find we can train agents that reinforce the observed frame's predicted action, doing this behave aggressively, passively, or simply more human-like over an extremely large dataset will achieve an agent that than traditional AIs. We propose these methods of introducing can predict the best action to take at any one given set of more depth and human-like behaviour to agents in video input image frames [17].
arXiv.org Artificial Intelligence
Jan-8-2024
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